Terrain Flashcards
(26 cards)
What are the different territory types?
- Standard
- Plains
- Coastal
- Forest
- Mountain
- Jungle
- Desert
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Describe the availability, going, visibility, cover, and special rules for Open Areas.
- Available in any territory type
- Good Going
- Blocks placement of other terrain
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Describe the availability, going, visibility, cover, and special rules for Hills.
- Available in any territory type
- Good Going
- All visible within 2 BW over a ridge
- Can give uphill claim. (Entirely on slope and nearer center/ridge than opponent.)
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Describe the availability, going, visibility, cover, and special rules for Rocky Ground.
- Available in any territory type
- Rough, but
- Elephants claim good going
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Describe the availability, going, visibility, cover, and special rules for Brush.
- Available in any territory type
- Rough, but
- Camels and Elephants treat as good going
- Foot SuGs visible at 3 BW
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Describe the availability, going, visibility, cover, and special rules for Ploughed Fields.
- Available in any territory type
- Rough, but
- Elephants treat as good going
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Describe the availability, going, visibility, cover, and special rules for Tall Crops.
- Available in any territory type
- Rough, but
- Elephants treat as good going
- Infantry visible at 3 BW
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Describe the availability, going, visibility, cover, and special rules for Villages.
- Available in any territory type
- Difficult
- All visible at 2 BW
- Grants cover when fully within or when shooting from or through
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Describe the availability, going, visibility, cover, and special rules for Boundaried Fields.
- Available in Standard or Coastal territory types
- Rough
- Infantry visible at 3 BW
- After 800 CE, grants cover to any defending edge
- Obstacles pre 800 CE, Barricades from 800 CE
- Maximum of 1 per pre-laid town or village
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Describe the availability, going, visibility, cover, and special rules for Orchards.
- Available in Standard or Coastal territory types
- Difficult, but
- Elephants treat as rough
- Infantry visible at 3 BW
- Grants cover when fully within or when shooting from or through
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Describe the availability, going, visibility, cover, and special rules for Vineyards.
- Available in Standard or Coastal territory types
- Difficult, but
- Elephants treat as rough
- Infantry visible at 3 BW
- Grants cover to targets fully within
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Describe the availability, going, visibility, cover, and special rules for Towns.
- Available in Standard or Coastal territory types
- Difficult
- All visible at 1 BW
- Grants cover when fully within or when shooting from or through
- Boundary defended from inside as Barricades during charge combat only
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Describe the availability, going, visibility, cover, and special rules for Woods.
- Available in all but Plains or Desert territory types.
- Rough
- All visible at 2 BW
- Grants cover when fully within or when shooting from or through
- SuGs can only shoot 2 ranks, others 1 rank
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Describe the availability, going, visibility, cover, and special rules for Gullies.
- Not available in Standard, Coastal, or Mountains territory types.
- Rough
- All visible from 2 BW outside, those inside can see/shoot outside.
- Uphill claim if in outer 1 BW and nearer edge
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Describe the availability, going, visibility, cover, and special rules for Marshes.
- Not available in Standard territory type.
- Difficult
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Describe the availability, going, visibility, cover, and special rules for Mountains.
- Not available in Forest or Jungle territory types.
- Difficult
- All visible within 2 BW over a ridge
- Can give uphill claim. (Entirely on slope and nearer center/ridge than opponent.)
(QRS)
Describe the availability, going, visibility, cover, and special rules for Forests.
- Available in Standard, Forest, Mountain, or Jungle territory types.
- that is, not Coastal, Plains or Desert
- Difficult
- All visible within 1 BW
- Grants cover when fully within or when shooting from or through
- Troops may only shoot or fight 1 rank deep.
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Describe the availability, going, visibility, cover, and special rules for Swamps.
- Jungle terrain type only.
- Difficult
- UGs suffer a KaB if any units in them move.
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Describe the availability, going, visibility, cover, and special rules for Sandy Ground.
- Desert terrain type only.
- Difficult, except
- Camels treat as good going.
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Describe the availability, going, visibility, cover, and special rules for Wadis.
- Desert terrain type only.
- Difficult
- Those inside visible from 2 BW, can see/shoot outside.
- Uphill claim if in outer 1 BW and nearer edge
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Describe the availability, going, visibility, cover, and special rules for Sand Dunes.
- Desert terrain type only
- Difficult, except
- Camels treat as good going
- All visible within 2 BW over a ridge
- NOTE: No benefit for being uphill
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Describe the availability, going, visibility, cover, and special rules for Terrained Hills.
- Slopes can be of a single type of rough or difficult terrain available in the territory type.
- Availability, going, visibility, cover, and special rules as of terrain type.
- Visibility and uphill bonus for hills also apply.
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Describe the availability, going, visibility, cover, and special rules for Impassable Hills.
- Mountain, Forest, or Jungle terrain types only
- Impassable
- Blocks line of sight
- May not be placed in center, so lost on 3/4 placement roll
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Describe the availability, going, visibility, cover, and special rules for Deep Water.
- Not Standard or Plains territory type, except:
- Always placeable on a secure deep water flank
- Impassable
- May not be placed in center, so lost on 3/4 placement roll
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